Welcome to the Marketplace. Here, you can find all manner of objects to possess. Some are quite powerful, while others fairly ordinary. Some are lucky, others are marvelously horrible. Take from here what you want, but remember, we are not responsible for what happens with them. No returns, exchanges, or refunds.
Anillo de rebeldesModern Renegades can have a tough time getting hold of potent weaponry to fight their battles. Most have an even harder time walking around with weapons, or sneaking them into places to attack. Creative solutions have often failed, but there is one trick Renegades have up their sleeves. Anillo de rebeldes, often called anillo or trick rings for short, were created by a former Spanish revolutionary named Miguel Rubiera.
Anillo appear to be ordinary rings in all respects; they come in a variety of shapes, sizes and styles. What makes them different is a tiny rune carved on some part of the ring, usually the inside of the band. With the proper method of carving this rune and the proper Pathos and Arcanoi invested into the ring, the ring can be “tied” to a simple weapon that has the matching rune; that sword, when placed against a certain part of the ring, usually a jewel or a carving, appears to vanish into thin air. When the weapon is needed, the user spends a point of Pathos; the weapon suddenly appears in the user’s hand, ready to use.
Guns cannot be used with anillo; the spell’s method of operation damages their inner workings and makes them unusable. However, swords, daggers, poles, spears, bows, or any other simple weapon of soulsteel or Stygian steel can be tied to a ring in the manner described above.
So far, the process of making an anillo is top secret, only known by a few Artifactors and Masquers in league with certain Renegade gangs. Renegades are the most likely to sport these secretive weapons; there are a few Heretics who have defected and carried the ring with them. However, the Heretics and Hiearchy have no knowledge of how to make these precious baubles work; it is a secret they would love to know. If a wraith wants an anillo, they’ll have to go through the Renegades, an especially hazardous process for a Legion member or a rival to one of the gangs that hold these secrets.
SuvwI was something of a student of war in life, and after much experimenting with weapons was unsatisfied with those that existed. His Kine father was a noted blacksmith, and so when SuvwI had the idea for the Bat'leth, he asked his father to make one for him. It fit him perfectly, and so after he was Embraced as a Brujah, he took the weapon into his unlife, where it was seen and mimicked by others in the World of Darkness.
Wielders of the Bat'leth must have the merit Ambidextrous or some similar ability to effectively use the weapon. Characters who do not have this merit loose 1 dice for attack rolls with the Bat'leth.
Characters may specialize in the Bat'leth when a level of 4 has been reached in Melee. Specializing in the Bat'leth lowers the difficulty by 2. Specializing in the Bat'leth also negates any penalties of use, except those having to do with the Ambidextrous merit. The Bat'leth is assumed to attack with only one side a turn, due to way it is wielded.
Wielders may parry and attack in the same combat round. Roll Dexterity + Melee, difficulty 6. Every success on that roll removes one success from the opponents attack roll.. The attack is considered as normal, save for placement (ST's discretion) and penalties dealing with the Ambidextrous merit. No initiative is gained from the parry as it would be if only a parry action was taken. However, characters must be specialized in the Bat'leth to perform this maneuver.
Because it is assumed that the Bat'leth will parry and attack on the same round, it may be possible to perform other maneuvers involving both sides of the Bat'leth. A wielder may attack with both sides of the Bat'leth in the same combat round. A character must have the merit of Ambidextrous or some similar ability to do this however. A user who is also specialized takes no dice pool or difficulty penalties having to do with the attack itself for this maneuver. However parrying cannot be done along with this maneuver on the same combat turn.
The damage and difficulty ratings of the Bat'leth are assumed for each side of the weapon. Any penalties having nothing to do with the weapon, wielding the Bat'leth, or the merit of Ambidextrous, still apply even if the wielder is specialized. Thus if a character were weak from poison, or just recovering consciousness from a blow to the head, there might be penalties to strength or combat effectiveness. Such penalties are not affected by specialization or being ambidextrous. After all, the Bat'leth is only a tool, not the Holy Grail :P.
Bat’leth statistics: Difficulty 8, Damage Strength + 6.
Thanks to Gabe for coming up with this weapon's stats and new history! ^_^
Evelyn Young was the heiress to millions from her daddy’s investments in the railroad. In 1894, he brought her back a present while supervising the building of a railroad in Indochina…a beautiful mahogony hand mirror, with an inlaid silver and mother-of-pearl Wheel of Life (representing the eight-fold path of Buddhism). Little did Evelyn know that this antique had once belonged to a princess whose family had been thrown from power by the invading French; the mirror was taken after the family was executed and sold on the black market. After years of traveling, it found its way into the Young family.
Evelyn was courting the son of another wealthy railroader when she received the mirror. A week later, he was found drowned in a garden fountain at Evelyn’s house. The police investigated, but they found no evidence to convict Evelyn or anyone else in her family. Two weeks later, her older brother fell from a third-floor balcony to his death. It was ruled as an accident, since he was drunk at the time. And in another week, her father met his death when the gas lantern he was trying to light exploded in his face.
With her father’s death, Evelyn assumed total control of his fortunes. She sold her family’s old house and moved south, buying land deep in the mountains of Georgia. She commissioned an archetect to build a massive new mansion in the Indochinese style. After two years of constant labor, the place was finished, and Evelyn moved into her new abode. Strange things began happening again. Old friends who would go to visit were turned away. Those who did manage to enter would be found dead in the woods far from the house a few weeks later, their bodies badly decayed, but with no sign of murder having been committed. Before long, no one, not even delivery men, would go near the house. For several years, no one heard from Evelyn.
After almost ten years, two government agents, investigating Evelyn’s seeming disapperance, broke into her house. The dust lay thick on everything inside; food lay rotting in the cabinets. They made their way to Evelyn’s bedroom, where they discovered, much to their horror, the well-decayed, almost skeletal remains of the heiress. Examinations said that she too had died of natural causes over ten years ago. The greatest puzzle was that she was dressed in garb approximating that of Indochinese royalty. The last person who was at her home, a personal maid, was also found dead, wearing Indochinese garb. Evelyn’s mirror was clutched firmly in her hand. Evelyn was finally laid to rest, her palace was turned into a museum, and the mirror was put on display along with other personal effects.
The mirror, no one realized, was “cursed.” Princess Chea-Mei, after her death, became a wraith. Vowing that anyone who came into possession of her beloved mirror would be sorry, she paid a small fortune in oboli to have the mirror Empowered by a talented Artifacter. She used the mirror to possess Evelyn in revenge; at first, she could only use it to Rein in the Mind. She killed off anyone in her way, forced Evelyn to build the palace, and then had the mirror’s power strengthened so she could totally possess Evelyn, and as time passed, Evelyn’s friends and servents. When there was no one left, the mirror was useless and she gave it up. She was later swallowed by Oblivion, her rage towards her family’s murder never resolved.
The mirror creates an effect similar to Obliterate the Soul in Puppetry; a wraith who knows of the mirror’s abilites may spend 3 points of Pathos to use the mirror to Obliterate the Soul of anyone who looks into it's reflective glass.
The mirror is quite powerful. Wraiths not gifted in Puppetry would love to use it. Legionaires could destroy the Fetters of disobident wraiths by Obliteraing them with little effort. Others could possess human bodies as needed for journies into the Skinlands. The mirror itself is locked up in a museum right now, but who knows what could happen if it were to find it’s way out?
Duskmaker is an unusual obsession among wraiths in the Shadowlands. It is in the most basic sense a drug. Duskmaker is made from the petals of an extremely rare Shadowlands plant that grows in choking tendrils called the Nyxia bloom. The plant has purplish-gray petals and brownish-red leaves and stems. It only grows naturally in a few select places in the Dark Kingdom of Ivory, and is extremely difficult to raise anywhere else in the Shadowlands. In order to raise the drug, it must be a place near the Tempest, but also with a thin Shroud. Once grown, the petals are plucked, dried, and ground into a fine powder. A few grams of the drug can easily cost thousands of oboli, making it mostly available to the wealthy dead, although it finds its way to the streets on occasion.
A wraith who inhales or ingests enough duskmaker begins to have feelings of euphoria shortly afterward. It is a feeling of bliss that most any wraith would pay to feel again, especially in the despair of the Shadowlands. However, duskmaker has one very potent side effect: it strengthens a wraith’s Shadow if used on a regular basis. Abusers of the drug will eventually and inadvertently turn themselves completely over to their Shadow. Some wraiths skilled in Castigate and in touch with their dark sides use it to “communicate” with their Shadow, although many lose control sooner or later.
A small epidemic of duskmaker abusers has begun to spread across the larger Necropoli, mostly in the “rich districts.” Duskmaker and Nyxia blooms are outlawed by the Hierarchy because of the Shadow-strengthening capabilities. Anyone caught with either are locked up immediately, and the drugs are confiscated. Some say that some of the higher ups in the Legion are addicted themselves and are trying to hoard the drugs, but many dismiss this idea as meaningless gossip.
In the Middle Ages, the Guilds came into prominence. They met freely, challenged Charon openly, and practiced their arts without fear of arrest.
My, how times have changed. In modern times, the Guilds exist, but in secret. They work in darkness, protest only within their own circles, and meet in fear.
At the height of their power, the Guilds erected monuments to their strength. Each Guild, even the reviled Mnemoi, installed a bell somewhere around the Onyx Tower. The bells were as different as the Guilds they stood for. The bell of the Masquers was silver and surrounded by extremely ornate filigree, while the bell of the Pardoners, and the stand it hung from, were solid black and simply made. The Chanteurs’ bell resembled a set of chimes more than an actual bell, the bell of the Intimators appeared to be made of copper with a slight greenish tinge, and the Artifactors’ bell had a lever that set off intricate clock workings that rang the bell.
The bells provided one other crucial aid to the Guilds; when rung, only members of the Guild could hear the tones and be summoned to a predetermined meeting place. In this way, the Guild could gather quickly when necessary. These bells greatly aided them in the Guild War. Codes were created for each Guild for various purposes; one ring might mean an emergency meeting, two tones might mean to gather with weapons, and so on.
After the Guilds were soundly defeated, Charon had members of the Legion remove the bells from around the Tower. For ages, many thought the bells had been destroyed by Charon, with the exception of the Chanteurs’ Bell, which was displayed in the nearby Citadel for centuries. But evidence has recently surfaced to the contrary; some think the Citadel holds the other fifteen bells, while others believe Charon locked them away in the Onyx Tower, where they wait for their Guilds to rescue them. The Chanteurs made a failed bid to steal their bell back a few years ago; other Guilds want to do the same for their missing bells. Many Guilds want them back to symbolize the power they once had and plan on having again.
Ivory dragons are actually a category of unusual artifacts that have mysteriously appeared over the last few years in the Shadowlands. The creator of these objects is unknown, but the item is becoming somewhat common in all walks of wraith life.
The first known of these items was a small, elegantly-carved ivory dragon, hence the name. This dragon was at some point someone’s relic. Somehow, this artifact gained a powerful, but strange ability. If invested with Pathos by the holder, an actual dragon would appear briefly and could be completely commanded by the user to attack, fly, or any other moves desired.
Newer forms of this artifact are not quite as potent as the original. For a start, the items are not necessarily elaborate carvings, but crude whittlings, inscribed stones, or even cheap plastic figurines. Animals summoned are quite ordinary and range from falcons to monkeys to ferrets. These animals, called Totems or Familiars, appear for longer periods of time than the dragon did, almost an hour for a point of Pathos. If the animal is crushed or “killed,” the user must wait a day before attempting to summon the creature or else they risk destroying the item’s ability.
Some say the only people who can imbue these relics with this ability are old shamans, mages, or wizards. The fact is, there are a few reputable “dealers” who can transform these items as demanded, but the vast many are charlatans or create inferior versions of the original. A wraith seeking to add power to their relic may end up destroying it instead.
A rare but extraordinary substance found in the Shadowlands. According to legend, Opalus are pieces of Oblivion that were fused and hardened during the Sundering of the Shroud, then scattered by the chaos of the Tempest. Whatever their origins, to find one brings great luck to the owner.
Opalus are small orbs, ranging in size from a marble to a golf ball. They come in a wide range of colors; black is by far the most common, but blue and green are not unusual. Occasionally a red or yellow one will be found; these are highly prized since they seem to grant more power than the other varieties. If one looks closely, the orb will have a turbulent mist swirling through it, as if a piece of the Tempest were still trapped inside of it. Opalus are also notable in that they cannot be destroyed, even by Stygian steel. If a Wraith in possession of one falls into Oblivion, the Opalus simply drifts with it, borne along the winds of the Tempest until found by another.
Legend also holds there is in fact purple Opalus, but that it is held entirely by the Lady of Fate herself, who will dispense the gems to those she finds favor with. A wraith who finds a purple Opalus is especially lucky. Although it provides the same protection as blue Opalus, a wraith bearing purple Opalus will not be messed with, especially by Oracles or those who are in the Legion of Fate.
The main reason these gems are prized, along with their unique beauty, is for their ability to strengthen the wearer. The Corpus of the wraith is literally toughened, the amount of which depending on the size and variety of the stone. It is almost like wearing armor, but without the limitations in flexibility or the cost to maintain equipment. Most Opalus are made into jewelry of some form, usually rings and pendants. Some are put into weapons, such as the hilts of swords. As long as the Wraith maintains bodily contact with whatever the stone is attached to or to the stone itself, the Opalus provides its marvelous effect.
These precious stones are horded by Wraiths, especially the Legion, who would love to keep their powers out of the hands of Heretics and Renegades. Many of the known red and yellow stones are in the hands of the Legion lords. However, since Opalus cannot be mined, only found, a fair number of the more common varieties have found their way into the hands of Renegades and Heretics. Wraiths with a frail Corpus are also desperate to get hold of one of these stones so they may remain in the Shadowlands. Spectres, however, find them useless; the gems actually work against Spectres by making it difficult to damage a Wraith who holds one.
In game terms, an Opalus means the wraith is wearing a form of armor, and can add to their soak rolls accordingly. In addition, aggravated damage rolls caused by a Shade or Spectre ability (i.e. Talons, Miasmal Breath, etc.) are turned into normal damage.
Wearing more Opalus of the same variety does not make the user any stronger; they may only soak as much one piece of the strongest variety of Opalus they have. For example, if Suzie the wraith has one piece of 3 centimeter green and one piece of 1 centimeter yellow Opalus, than her soak roll will be for the stats for the 3 centimeter green, not the two added together.
The chart below outlines the additions to soak rolls according to size and colors.
Black | Blue | Green | Yellow | Red | |
1 cm | +1 | +1 | +1 | +2 | +3 |
2 cm | +1 | +2 | +2 | +3 | +4 |
3 cm | +2 | +2 | +3 | +4 | +5 |
4 cm | +2 | +3 | +3 | +5 | +6 |
An extremely powerful artifact, created by a former mage-turned-wraith who wanted to figure out the stuff Arcanoi’s made of. He succeeded, but only to "accidently" fall into Oblivion by one who wanted his powers. The Cauldron and Wand have since been lost to the ages, though occasionally rumors that it has popped up will surface to haunt the dreams of the next generation of treasure seekers.
The Cauldron is utterly unremarkable looking; a simple stone cauldron carved from what appears to be granite, with a brass lid. The Wand is far more ornate; it is about seven inches long and consists of a golden handle into which ornate vines and leaves have been carved. The vines open at the top to hold a simple clear point crystal; the other end has a small silver orb resting in the vines.
Seperately, the items are quite powerful. The Stone Cauldron increases the potiency of any material made in it, from medicines to poisons to cheese fondue. It would be a useful tool for a healer or experimenter. The Wand is slighly more powerful; with the correct focus, the user can literally suck an Arcanoi out of another wraith. The Arcanoi’s powers are held in the crystal until used by the holder; once they are used, they are gone.
Together, the true power of the items comes to light. Arcanoi captured in the wand can be placed in the Cauldron to form the essence of an Arcanoi; by drinking this essence, a wraith is temporarily imbued with the power of that Arcanoi to maximum level. However, the effect wears off after a while, especially if the user makes frequent use of their powers. Needless to say, the balance of power could definitely fall in favor of the holder of either of these powerful items, but both could spell a hazard for everyone around them.
The Stone Cauldron use: Difficulty for dice rolls for attempts to make substances in the Cauldron are reduced by 3. In addition, any substance made will be considered twice as potent; medicines and poisons will work twice as fast, explosives will be twice as powerful, foods made in the Cauldron will be excellent, and so on.
The Crystal Wand use: Roll Stamina + Willpower (difficulty 8). The number of successes made are based on the levels the target has in that Arcanoi; for example, if the user has level four anything, four successes are required for the Wand to take effect. If the roll is successful, the target loses one level in that Arcanoi and must relearn it over again. As for using the Arcanoi in the wand, the user must spend two Pathos and chose one effect from any level, regardless of the level the target had in that Arcanoi. For example, if Suzie the wraith took one level away from a level two Harbinger, Suzie may use Flicker, Jump, or any other Argos ability. The Arcanoi are used by normal rules. However, once the Arcanoi is used, it is gone.
Cauldron and Wand together: The user must first trap an Arcanoi in the wand, using the method desribed above. When the Essence is ready to be made, a base substance is made in the Cauldron using various herbs and oils that are said to affect the Arcanoi; most of these are simply legend, since few wraiths have actually used the Cauldron. Once the substance is prepared, the tip of the Wand is dipped into it and the Arcanoi is expelled into the base using the methods described above. The lid is placed on the Cauldron, and the Arcanoi must brew for a full day before it can be used. One use of the Cauldron and Wand produces five sips of Arcanoi Essence, which can be poured into bottles or vials without any effect on the Essence. Once drunk, the effects of the Arcanoi last for approximately three days per sip, less if the powers are used freqently.
Wraiths with the ability Argos have the ability to grow wings to guide themselves through the Tempest. The average wraith, however, has no such ability; they must depend on Ferrymen, Harbingers, or stable roads through the storm. For those with little patience and a high sense of adventure, the Tempest cloak is the answer.
A simple Tempest cloak is about four-feet in length and when allowed to hang appear in every respect like a normal cloak. However, the cloak has a stiff rod running down each front seam for about two-thirds of the cloak’s length, all the way to the bottom. When a wraith decides to take flight, they simply grasp the rods, open the cloak, and leap into the Tempest. It takes quite a bit of practice to learn how to fly and control a Tempest cloak, but there are a few training schools that can be found with little or no problem.
More experienced users of the cloak, including Doomslayers, some Ferrymen, and those who go Tempest-diving for fun will have more options. The cheapest cloaks are black, gray, or brown, but the experienced will usually have a colorful and/or ornate cloak. For those who must use their hands for other things, a specially built system of control is availiable that depends on how the user twists their body. This system takes a few years of training to work properly, but keeps the hands free to carry things or hold weapons.
Those who Tempest-dive for thrill or fun are called kites. Kites have something of a sub-culture of their own, something almost like skateboarders or snowboarders.
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